Adapting Epic Theatre Principles for the Design of Games for Learning April Tyack Queensland University of Technology (QUT) Brisbane, Australia
[email protected] Peta Wyeth Queensland University of Technology (QUT) Brisbane, Australia
[email protected] ABSTRACT Educational games are primarily developed for use in formal education, which limits both their typical audience and the subject matter they may address. This paper presents recommendations for designing games for learning to be played outside the context of formal education, which explore the ways complex systems influence real human lives. Existing work from within the field and epic theatre principles form the basis for these guidelines. In this framework, the context of educational game play is considered alongside game content as essential to encouraging reflective play behaviour. Educational aims are made explicit throughout game involvement, and each aspect of the game directly contributes to stimulating reflection on the topics at hand. Complex subject matter — for example, the ways systems such as economics affect players in real life — may be fruitfully explored using this approach. Keywords video games, game design, epic theatre, learning INTRODUCTION Play in Education Learning and play have long been interconnected concepts. Developmentally, children learn through exploration, experimentation, and play (Forman and Hill 1981), as knowledge is actively constructed and reconstructed through direct interaction within the environment (Bee and Boyd 2010). Play in general — activity that is intrinsically motivating, freely chosen, process-oriented and enjoyable (Johnson et al. 1987) — typically aligns with play in videogames. Therefore, the continued attempts of videogames to harness the learning potential of play are hardly surprising.